From e1c73beede97f3930abfea0063481e342428de13 Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sat, 6 Feb 2016 21:15:31 +0000 Subject: [PATCH] Fix CheckSequences to load via the filesystem. --- OpenRA.Mods.Common/Lint/CheckSequences.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/OpenRA.Mods.Common/Lint/CheckSequences.cs b/OpenRA.Mods.Common/Lint/CheckSequences.cs index b89153a2a4..ec1e122338 100644 --- a/OpenRA.Mods.Common/Lint/CheckSequences.cs +++ b/OpenRA.Mods.Common/Lint/CheckSequences.cs @@ -28,12 +28,13 @@ namespace OpenRA.Mods.Common.Lint if (map != null && !map.SequenceDefinitions.Any()) return; + var modData = Game.ModData; this.emitError = emitError; var sequenceSource = map != null ? map.SequenceDefinitions : new List(); - sequenceDefinitions = MiniYaml.Merge(Game.ModData.Manifest.Sequences.Select(MiniYaml.FromFile).Append(sequenceSource)); + sequenceDefinitions = MiniYaml.Merge(modData.Manifest.Sequences.Select(s => MiniYaml.FromStream(modData.ModFiles.Open(s))).Append(sequenceSource)); - var rules = map == null ? Game.ModData.DefaultRules : map.Rules; + var rules = map == null ? modData.DefaultRules : map.Rules; var factions = rules.Actors["world"].TraitInfos().Select(f => f.InternalName).ToArray(); var sequenceProviders = map == null ? rules.Sequences.Values : new[] { rules.Sequences[map.Tileset] };